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Everything posted by fabio
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New Sound Manager svn patch
fabio replied to stwf's topic in Game Development & Technical Discussion
Tried current git, it fails to build on Ubuntu 12.04: In file included from ../../../source/ps/Game.cpp:48:0: ../../../source/soundmanager/CSoundManager.h:14:23: fatal error: OpenAL/al.h: File or directory not found compilation terminated. (error message translated to english by me) -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
According to wikipedia AoE3 also has a physics engine: http://en.wikipedia....hnical_features -
The spoiler button is empty, there is no icon, although it works fine when clicking it.
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0 A.D. officially in Debian (sid) and Ubuntu (12.04 - precise)
fabio replied to fabio's topic in General Discussion
Alpha 10 is officially in Ubuntu backports now. See here for information on how to manually install it, or here to enable automatic installation of backports. -
New Sound Manager svn patch
fabio replied to stwf's topic in Game Development & Technical Discussion
In this case make sure you use vorbisgain (supposing 0 A.D. is compatible with it) to do it, to avoid losing audio quality. Other audio suggestion here. -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
the .X was actually already a .r. Modifying to .a changed nothing here. -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
Also a couple of notes: the terrain flashing can't be seen on screenshot; all the minimap is shown (and not only the explored area), see my previous screenshot; -
New Sound Manager svn patch
fabio replied to stwf's topic in Game Development & Technical Discussion
I tested the patch under Ubuntu 12.04 and, after doing some quick tests, it seems it is working fine . There are just some additional compiler warnings when building: -
This is probably your bug: https://bugs.launchpad.net/ubuntu/+source/xorg/+bug/993187
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Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
OK, it can be left as is now, maybe there should be a switch to disable it. When merged I'll file a bug against mesa. Thanks for all this work! -
Build environment and deployment on the Mac
fabio replied to Yves's topic in Game Development & Technical Discussion
Well, the non-public files are not so non-public, BTW: http://trac.wildfire...a/mods/internal -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
Most likely it's a mesa r300 driver issue. -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
It works fine without parallax OR without self_ligth. According to a your previous post you have a ATI Mobility HD 4670 (DX10 era), while I have a much older X1600 (DX9 era). quantumstate (RV770, which is a 48xx like your) and I are both using mesa, but different drivers (r300 on my card (this driver supports up to Radeon X1xxx), r600 on his card (Radeon 2xxx -> 6xxx)). In my previous post I also said what I get when enabling only one effect at a time and that with parallax only it's not pixellated. However I now noticed is very slightly pixellated (you can barely see it in the shot) and I get this: This is waht I get with svn status, I put them in binaries/data/mods/public/art/textures/skins/structural/ (I also used your later texture in previous post) -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
I tried them all, one at a time while leaving the others to 1: #define USE_PARALLAX 0 It works fine with this. #define USE_NORMAL_MAP 0 Still bugged. #define USE_SPECULAR_MAP 0 The building disappear and I get this: ERROR: Failed to compile shader 'shaders/glsl/model_common_norm.fs': 0:196(43): error: `specColour' undeclared 0:196(45): error: type mismatch 0:0(0): error: no matching function for call to `mix(vec3, vec3, )' 0:0(0): error: candidates are: float mix(float, float, float) 0:0(0): error: vec3 mix(vec3, vec3, float) 0:0(0): error: float mix(float, float, float) 0:0(0): error: vec2 mix(vec2, vec2, vec2) 0:0(0): error: vec3 mix(vec3, vec3, vec3) 0:0(0): error: vec4 mix(vec4, vec4, vec4) 0:0(0): error: vec2 mix(vec2, vec2, float) 0:0(0): error: vec3 mix(vec3, vec3, float) 0:0(0): error: vec4 mix(vec4, vec4, float) #define USE_SELF_LIGHT 0 It works fine also with this. I also tried setting all to 0 and enabling them one at a time: they all looks good, except on the last one which again gives the same effects of USE_SPECULAR_MAP 0 with the others to 1. -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
Thanks, it no longer prints the "r300 ERRORs" and it works a bit better now: there is still the "pixellated" effect but not on the whole building as before: -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
Also note that on other maps without the roman buildings I don't get the "r300 ERRORs" but the terrain flashes with a darker colour. -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
I'd suggest to update to precise, btw, I am no longer updating mesa drivers in my PPA on older Ubuntu versions. -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
Tested the updated patch bumpy2.diff with 140 changed to 120 and added the pngs. My system: Ubuntu 12.04 + Radeon X1600 + mesa driver from git. I get this console output, repeated many times (apparently we are asking too much from my old card): r300: ERROR: FS input generic 20 unassigned, not enough hardware slots (it's not a bug, do not report it). r300: ERROR: FS input generic 21 unassigned, not enough hardware slots (it's not a bug, do not report it). and this image: EDIT: myconid, which Ati card and driver (fglrx or mesa) are you using? -
Can you select 50 citizen of your choice in a group of 100? Yes, but this will require a lot of time. The AI could do this instantly. The fact that you can beat an AI doesn't imply you are faster that it.
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If you like them there are other open source isometric games to play with: Widelands Unknown Horizons Commander Stalin Bos Wars
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Well, the AI can do millions of things every second, a human player can manage only one thing at a time.
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Volcanic Lands is a playable map, why is it under Demo Maps?
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Create/mod new wall.
fabio replied to chaosislife's topic in Game Development & Technical Discussion
Nice. What about using two M segment rather than a L and a S one when the wall is not long enough? This way towers are better distributed. Or was it intentional? -
You may want to add Rise of the East civilisation which looks already almost complete.
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- new releases
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Oh yes, I forget to mention the new nice dmg background, and the fact that ALT+ENTER no longer crash the game.
